using GameFramework;
using UnityEngine;
using LS.Event;
using UnityEngine.InputSystem;

namespace LS.Input
{
    public abstract class PlayerInputEventArgs<T> : LSGameEventArgs<T> where T : LSGameEventArgs, IReference, new()
    {
        public PlayerInput PlayerInput { get; set; }

        public override void Clear()
        {
            PlayerInput = null;
            base.Clear();
        }
    }
}